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1 /**
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2 * core.js
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3 *
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4 * Main script to run, calls all other core functions and manages loading/store to backend.
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5 * Also contains all global variables.
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6 */
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7
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8
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9 /*
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10 *
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11 * WARNING!!!
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12 *
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13 * YOU ARE VIEWING THE DEV VERSION. THERE IS NO GUARANTEE THIS WILL BE FULLY FUNCTIONAL
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14 *
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15 * WARNING!!!
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16 *
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17 */
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18
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19
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20
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21
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22 /* create the web audio API context and store in audioContext*/
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23 var audioContext; // Hold the browser web audio API
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24 var projectXML; // Hold the parsed setup XML
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25
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26 var testXMLSetups = []; // Hold the parsed test instances
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27 var testResultsHolders =[]; // Hold the results from each test for publishing to XML
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28 var currentTrackOrder = []; // Hold the current XML tracks in their (randomised) order
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29 var currentTestHolder; // Hold any intermediate results during test - metrics
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30 var audioEngineContext; // The custome AudioEngine object
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31 var projectReturn; // Hold the URL for the return
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32 var preTestQuestions = document.createElement('PreTest'); // Store any pre-test question response
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33 var postTestQuestions = document.createElement('PostTest'); // Store any post-test question response
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34
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35 window.onload = function() {
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36 // Function called once the browser has loaded all files.
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37 // This should perform any initial commands such as structure / loading documents
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38
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39 // Create a web audio API context
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40 // Fixed for cross-browser support
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41 var AudioContext = window.AudioContext || window.webkitAudioContext;
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42 audioContext = new AudioContext;
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43
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44 // Create the audio engine object
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45 audioEngineContext = new AudioEngine();
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46 };
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47
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48 function loadProjectSpec(url) {
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49 // Load the project document from the given URL, decode the XML and instruct audioEngine to get audio data
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50 // If url is null, request client to upload project XML document
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51 var r = new XMLHttpRequest();
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52 r.open('GET',url,true);
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53 r.onload = function() {
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54 loadProjectSpecCallback(r.response);
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55 };
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56 r.send();
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57 };
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58
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59 function loadProjectSpecCallback(response) {
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60 // Function called after asynchronous download of XML project specification
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61 var decode = $.parseXML(response);
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62 projectXML = $(decode);
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63
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64 // Now extract the setup tag
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65 var xmlSetup = projectXML.find('setup');
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66 // Detect the interface to use and load the relevant javascripts.
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67 var interfaceType = xmlSetup[0].attributes['interface'];
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68 var interfaceJS = document.createElement('script');
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69 interfaceJS.setAttribute("type","text/javascript");
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70 if (interfaceType.value == 'APE') {
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71 interfaceJS.setAttribute("src","ape.js");
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72
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73 // APE comes with a css file
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74 var css = document.createElement('link');
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75 css.rel = 'stylesheet';
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76 css.type = 'text/css';
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77 css.href = 'ape.css';
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78
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79 document.getElementsByTagName("head")[0].appendChild(css);
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80 }
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81 document.getElementsByTagName("head")[0].appendChild(interfaceJS);
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82 }
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83
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84 function createProjectSave(destURL) {
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85 // Save the data from interface into XML and send to destURL
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86 // If destURL is null then download XML in client
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87 // Now time to render file locally
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88 var xmlDoc = interfaceXMLSave();
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89 if (destURL == "null" || destURL == undefined) {
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90 var parent = document.createElement("div");
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91 parent.appendChild(xmlDoc);
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92 var file = [parent.innerHTML];
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93 var bb = new Blob(file,{type : 'application/xml'});
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94 var dnlk = window.URL.createObjectURL(bb);
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95 var a = document.createElement("a");
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96 a.hidden = '';
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97 a.href = dnlk;
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98 a.download = "save.xml";
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99 a.textContent = "Save File";
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100
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101 var submitDiv = document.getElementById('download-point');
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102 submitDiv.appendChild(a);
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103 }
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104 return submitDiv;
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105 }
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106
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107 function AudioEngine() {
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108
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109 // Create two output paths, the main outputGain and fooGain.
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110 // Output gain is default to 1 and any items for playback route here
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111 // Foo gain is used for analysis to ensure paths get processed, but are not heard
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112 // because web audio will optimise and any route which does not go to the destination gets ignored.
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113 this.outputGain = audioContext.createGain();
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114 this.fooGain = audioContext.createGain();
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115 this.fooGain.gain = 0;
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116
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117 // Use this to detect playback state: 0 - stopped, 1 - playing
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118 this.status = 0;
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119
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120 // Connect both gains to output
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121 this.outputGain.connect(audioContext.destination);
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122 this.fooGain.connect(audioContext.destination);
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123
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124 // Create store for new audioObjects
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125 this.audioObjects = [];
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126
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127 this.play = function() {
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128 // Send play command to all playback buffers for synchronised start
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129 // Also start timer callbacks to detect if playback has finished
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130 if (this.status == 0) {
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131 // First get current clock
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132 var timer = audioContext.currentTime;
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133 // Add 3 seconds
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134 timer += 3.0;
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135
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136 // Send play to all tracks
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137 for (var i=0; i<this.audioObjects.length; i++)
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138 {
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139 this.audioObjects[i].play(timer);
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140 }
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141 this.status = 1;
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142 }
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143 };
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144
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145 this.stop = function() {
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146 // Send stop and reset command to all playback buffers
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147 if (this.status == 1) {
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148 for (var i=0; i<this.audioObjects.length; i++)
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149 {
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150 this.audioObjects[i].stop();
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151 }
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152 this.status = 0;
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153 }
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154 };
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155
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156 this.selectedTrack = function(id) {
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157 for (var i=0; i<this.audioObjects.length; i++)
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158 {
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159 if (id == i) {
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160 this.audioObjects[i].outputGain.gain.value = 1.0;
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161 } else {
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162 this.audioObjects[i].outputGain.gain.value = 0.0;
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163 }
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164 }
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165 };
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166
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167
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168 this.newTrack = function(url) {
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169 // Pull data from given URL into new audio buffer
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170 // URLs must either be from the same source OR be setup to 'Access-Control-Allow-Origin'
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171
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172 // Create the audioObject with ID of the new track length;
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173 audioObjectId = this.audioObjects.length
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174 this.audioObjects[audioObjectId] = new audioObject(audioObjectId);
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175
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176 // AudioObject will get track itself.
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177 this.audioObjects[audioObjectId].constructTrack(url);
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178 };
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179
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180 }
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181
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182 function audioObject(id) {
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183 // The main buffer object with common control nodes to the AudioEngine
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184
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185 this.id = id;
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186 this.state = 0; // 0 - no data, 1 - ready
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187 this.url = null; // Hold the URL given for the output back to the results.
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188
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189 // Create a buffer and external gain control to allow internal patching of effects and volume leveling.
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190 this.bufferNode = audioContext.createBufferSource();
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191 this.outputGain = audioContext.createGain();
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192
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193 // Default output gain to be zero
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194 this.outputGain.gain.value = 0.0;
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195
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196 // Connect buffer to the audio graph
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197 this.bufferNode.connect(this.outputGain);
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198 this.outputGain.connect(audioEngineContext.outputGain);
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199
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200 // the audiobuffer is not designed for multi-start playback
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201 // When stopeed, the buffer node is deleted and recreated with the stored buffer.
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202 this.buffer;
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203
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204 this.play = function(startTime) {
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205 this.bufferNode.start(startTime);
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206 };
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207
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208 this.stop = function() {
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209 this.bufferNode.stop(0);
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210 this.bufferNode = audioContext.createBufferSource();
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211 this.bufferNode.connect(this.outputGain);
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212 this.bufferNode.buffer = this.buffer;
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213 this.bufferNode.loop = true;
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214 };
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215
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216 this.constructTrack = function(url) {
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217 var request = new XMLHttpRequest();
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218 this.url = url;
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219 request.open('GET',url,true);
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220 request.responseType = 'arraybuffer';
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221
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222 var audioObj = this;
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223
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224 // Create callback to decode the data asynchronously
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225 request.onloadend = function() {
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226 audioContext.decodeAudioData(request.response, function(decodedData) {
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227 audioObj.buffer = decodedData;
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228 audioObj.bufferNode.buffer = audioObj.buffer;
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229 audioObj.bufferNode.loop = true;
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230 audioObj.state = 1;
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231 }, function(){
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232 // Should only be called if there was an error, but sometimes gets called continuously
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233 // Check here if the error is genuine
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234 if (audioObj.state == 0 || audioObj.buffer == undefined) {
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235 // Genuine error
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236 console.log('FATAL - Error loading buffer on '+audioObj.id);
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237 }
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238 });
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239 };
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240 request.send();
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241 };
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242
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243 } |